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Addons & Mods Depot => OFP - Addons & Mods General => Topic started by: bdfy85 on 14 Aug 2006, 20:37:49

Title: Anyone knows how CfgCloudlets works ?
Post by: bdfy85 on 14 Aug 2006, 20:37:49
I tried to change class CraterDustSmall  to make bullet hits look more real. I want dust cloud tto stay on te ground not to fly so high.
Anyone knows  how to do it ? I tried to change everything but the only parameter that works is cloudletShape...
Title: Re: Anyone knows how CfgCloudlets works ?
Post by: remcen on 14 Aug 2006, 21:35:19
you're using your config as a replacement mod, right?

ok, from my experiments with fire places it should be the CloudletAccY, cloudletMinYSpeed and cloudletMaxYSpeed that are to be changed (no wonder given the names of the values  :-[ ).
CloudletAccY is the vertical acceleration. set it to a negative value and the cloudlet should slow down when rising up. default is -3.5, try -10 and see what happens
CloudletMinYSpeed is the minimal vertical speed. by default it's negative (-20 in the RES config) which means that the smoke can actually fall down again after rising up.
cloudletMaxYSpeed is the maximal vertical speed, default is a value of 10. maybe a higher value is appropriate when you slow down the particles beforehand.

your problem wouldn't be that problematic if there was a value for the weight of the particle, like in the drop command. it could be maybe the size=xyz; value, try experimenting with it without changing the rest to see how it affects the behaviour of the particle. hmm.. will also do a few tests with fireplaces and the size stuff ;)

//edit: just saw that in fireplaces the size=xy; value applies to the source of the fire, not the particles themselves... think it's a value for how distant from the center the particles are spawned.

//edit2: well, size and density are both for the particle source. but there's and additional value: initYspeed. dunno frmo what class craterdustsmall inherits this value, but try to add it and play around with it. high initspeed and a negative slowdown value should speed down the particle so that is looks like heavy dirt popping up and falling down again.
Title: Re: Anyone knows how CfgCloudlets works ?
Post by: bdfy85 on 14 Aug 2006, 22:13:41
As I said I tried everything you mentioned ;) I can't see any changes.
I'd like you to test you suggestions ;)  I need drop particle to stay on the ground so I can replace it with differrent animated drop particle. 
Title: Re: Anyone knows how CfgCloudlets works ?
Post by: JasonO on 14 Aug 2006, 23:50:26
As I said I tried everything you mentioned ;) I can't see any changes.
I'd like you to test you suggestions ;)  I need drop particle to stay on the ground so I can replace it with differrent animated drop particle. 


If they are going in air, I think remcen said that changing the CloudletMinYSpeed and cloudletMaxYSpeed values (y speed for when the particle goes ip) to something along the lines of 0-1.

I only figured this from reading the threads in this topic.
Title: Re: Anyone knows how CfgCloudlets works ?
Post by: remcen on 15 Aug 2006, 12:24:57
well, i tested it in fact. not with a replacement config for the crater dust effects but with a config of my fireplace. both classes (craterdustsmall and smoke as subclass of the fireplace class) use exactly the same values so why shouldn't they affect the particles in the same way?
Title: Re: Anyone knows how CfgCloudlets works ?
Post by: bdfy85 on 16 Aug 2006, 06:39:13
Quote
use exactly the same values
But in fact that doesn't seem to be working. Try it yourself with dust effects ,please. I think that's not a problem to get config in cpp for tests.
Title: Re: Anyone knows how CfgCloudlets works ?
Post by: remcen on 17 Aug 2006, 14:00:37
bummer, you're right. doesn't work except for the cloudletshape.

at first i thought it was hardcoded for the most part, but fdfmod completely altered the craterdust classes. dunno how they got it working though. ask kegetys, i'm clueless.  :sorry:
Title: Re: Anyone knows how CfgCloudlets works ?
Post by: bdfy85 on 17 Aug 2006, 20:01:46
but fdfmod completely altered the craterdust classes
Really ? can you upload its config ? Or just cfgCloulets part I'm interested at ?
Title: Re: Anyone knows how CfgCloudlets works ?
Post by: remcen on 17 Aug 2006, 22:26:44
sure, here you are. see attachment.
it's the whole cfgcloudlets config
Title: Re: Anyone knows how CfgCloudlets works ?
Post by: bdfy85 on 18 Aug 2006, 19:18:33
I tried FDF setting - I can't seeany changes in the bullet's dust clouds...
Title: Re: Anyone knows how CfgCloudlets works ?
Post by: remcen on 18 Aug 2006, 20:58:55
that's why i advised you to ask kegetys. fdfmod changed the speed and size values like we did, but their new effects show up, ours not and i have no clue why... must be something in the config other than cfgclouds.
Title: Re: Anyone knows how CfgCloudlets works ?
Post by: bdfy85 on 18 Aug 2006, 21:32:06
but their new effects show up
Can you post a screen ? I asked a friend of mine to check it out - nothing special.
Title: Re: Anyone knows how CfgCloudlets works ?
Post by: remcen on 18 Aug 2006, 21:43:06
i checked it, really. the dust clouds stay longer, pop up higher, and the transparency is random, just as defined in the config.
Title: Re: Anyone knows how CfgCloudlets works ?
Post by: bdfy85 on 20 Aug 2006, 06:18:09
So any ideas on the topic subject ? Is it possible to realize ?